Positional haptics via head-mounted peripheral

ABSTRACT

Methods and systems are provided for activating a plurality of haptic sensors of a physical headset of a user playing a video game. The method includes detecting a sound component associated with an audio object in a scene of the video game, the audio object having a three-dimensional (3D) location in the scene. The method includes identifying position and orientation of a character of the user in the scene in relation to the 3D location of the audio object. The character of the user being controlled by the user playing the video game. The method includes associating a virtual headset to a head of the character, the virtual headset moving as the position and orientation of the character moves in the scene. The virtual headset including a plurality of virtual haptic sensors. The method includes applying a magnitude to each of the plurality of haptic sensors of the physical headset based on a directional distance of each of the virtual haptic sensors of the virtual headset to the audio object in the scene. In one example, in addition to magnitude, frequency and audio data related to the audio object is usable as inputs for controlling each of the plurality of haptic sensors.

BACKGROUND 1. Field of the Disclosure

The present disclosure relates generally to augmenting a headset of aplayer during gameplay, and more particularly to methods and systems foractivating a plurality of haptic sensors of a headset of the playerduring the gameplay of the player.

2. Description of the Related Art

The video game industry has seen many changes over the years and hasbeen trying to find ways to enhance a player's gaming experience so thatengagement by the player is increased or maintained. An increase in aplayer's engagement level in video games can result in higher retentionlevels and an increase in video game revenue. To this end, developershave been seeking ways to develop sophisticated operations to enhance aplayer's gaming experience.

A growing trend in the video game industry is the advancement in audioheadset technology and improvements in immersive audio experiences invideo games. Advancements in headset technology can enhance a player'sgaming experience in several ways such as providing situationalawareness, creating a three-dimensional audio perception experience,creating a visceral emotional response, intensifying gameplay actions,etc. Unfortunately, current headsets are limited and may not allowplayers to fully spatially localize the audio from video games or othermedia content. Consequently, a player may be missing an entire dimensionof an engaging gaming experience.

It is in this context that implementations of the disclosure arise.

SUMMARY

Implementations of the present disclosure include methods, systems, anddevices relating to activating a plurality of haptic sensors of aphysical audio headset of a user playing a video game. In someembodiments, methods are disclosed that enable select ones of the hapticsensors of a physical headset of a user to vibrate in response to soundcomponents from a video game when the haptic sensors are activated. Thisaugments the user's overall gaming experience by allowing the user tospatially localize interactive content from video games when the hapticsensors vibrate. For example, an audio object in a video game scene mayproduce a sound of a bomb exploding. The explosion can result in theactivation of one or more of haptic sensors of the headset of the userwhich in turn can cause the one or more of haptic sensors to vibrate atan intensity that corresponds to the explosion. The haptic sensorsvibrate using motors that are tuned to specific magnitudes andfrequencies. In some embodiments, the three-dimensional (3D) location ofthe audio objects and a character user in the video game are tracked andmonitored throughout the gameplay. Using the 3D location of the audioobjects and the character user, vector tracing is used to determine thedirectional distance of the audio objects to a virtual haptic sensor ofthe user character. In some embodiments, the magnitude applied to eachof the haptic sensors of the physical headset of the user is based onthe directional distance determined during vector tracing.

In one configuration, using vector based amplitude panning, it ispossible to “virtually” position haptic vibrations around the user'shead to augment or provide additional cues for a normal or hearingimpaired player so that they can better spatially localize differentsound omitting game objects. In HMD related configurations, providinghaptics that mimic spatial activity in a VR space is also enabled. Byway of example, each haptic object or event is capable of delivering avector, but it is possible to combine 2, 3, 4 o'clock together to changemagnitude, and the centroid can be coming from a center of the head andgoing in and out. In one example, it is possible to enables applicationof different magnitudes to different located haptic sensors to create aphantom source between at least three activated haptic sensors/motors.

Thus, the way in which different haptic sensors are activated (and themagnitude/frequency), it is possible to provide combined haptic effectsthat mimic the three-dimensional nature of audio objects presented in ascene. In one embodiment, the effects enabled with three-dimensionalaudio combined with three-dimensional haptic activation provide for alive-like realistic experience not provided before.

In one embodiment, a method for activating a plurality of haptic sensorsof a physical headset of a user playing a video game is provided. Themethod includes detecting a sound component associated with an audioobject in a scene of the video game, the audio object having athree-dimensional (3D) location in the scene. The method includesidentifying position and orientation of a character of the user in thescene in relation to the 3D location of the audio object. The characterof the user being controlled by the user playing the video game. Themethod includes associating a virtual headset to a head of thecharacter, the virtual headset moving as the position and orientation ofthe character moves in the scene. The virtual headset including aplurality of virtual haptic sensors. The method includes applying amagnitude to each of the plurality of haptic sensors of the physicalheadset based on a directional distance of each of the virtual hapticsensors of the virtual headset to the audio object in the scene.

In another embodiment, a headset for a user when playing a video game isdisclosed. The headset includes a left ear portion and a right earportion. The left and right ear portions include an audio output sectionand a surround section. The headset includes a plurality of hapticsensors disposed around each of the surround sections of the left earportion and the right ear portion. The headset includes a left ear padcovering the first plurality of haptic sensors and a right ear padcovering the second plurality of haptic sensors. The headset includes acontroller connected to each of the plurality of haptic sensors. Thecontroller is configured to receive control data to be sent to each ofthe plurality of haptic sensors for setting a magnitude output by eachof the plurality of haptic sensors. The magnitude output is set bydetecting a sound component associated with an audio object in a sceneof the video game. The audio object having a three-dimensional (3D)location in the scene. The magnitude output is set by identifyingposition and orientation of a character of the user in the scene inrelation to the 3D location of the audio object. The character of theuser being controlled by the user playing the video game. The magnitudeoutput is set by associating a virtual headset to a head of thecharacter, the virtual headset moving as the position and orientation ofthe character moves in the scene, the virtual headset including theplurality of virtual haptic sensors. The magnitude output is set byapplying the magnitude to each of the plurality of haptic sensors of theheadset based on a directional distance of each of the virtual hapticsensors of the virtual headset to the audio object in the scene.

Other aspects and advantages of the disclosure will become apparent fromthe following detailed description, taken in conjunction with theaccompanying drawings, illustrating by way of example the principles ofthe disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosure may be better understood by reference to the followingdescription taken in conjunction with the accompanying drawings inwhich:

FIG. 1 illustrates an embodiment of a system configured to execute agameplay of a user playing a video game and to activate a plurality ofhaptic sensors of a headset of the user in response to a plurality ofaudio objects in a scene in the video game, in accordance with animplementation of the disclosure.

FIGS. 2A and 2B illustrate an embodiment of a user using a headset and aplurality of haptic sensors located at various locations along theheadset, respectively, in accordance with an implementation of thedisclosure.

FIGS. 3A and 3B illustrate a user using a head-mounted display (HMD) anda plurality of haptic sensors located at various locations along theHMD, respectively, in accordance with an implementation of thedisclosure.

FIG. 4 an embodiment illustrating a method for activating a plurality ofhaptic sensors of a headset of a user based on 3-dimensional (3D) audiodata from a scene of a video game, in accordance with an implementationof the disclosure.

FIG. 5 shows a conceptual illustration of an additional embodiment of amethod for activating a plurality of haptic sensors of a headset of auser using audio data from a scene of a video game, in accordance withan implementation of the disclosure.

FIGS. 6A and 6B show conceptual illustrations of an embodiment showingthe relationship between an audio object and a virtual headset of acharacter user during vector tracing, in accordance with animplementation of the disclosure.

FIGS. 7A-7C show conceptual illustrations of an embodiment showing therelationship between a plurality of audio objects and a virtual headsetduring vector tracing at various points in time, in accordance with animplementation of the disclosure.

FIG. 8 illustrates an exemplary graph of the signals that aredistributed to the haptic sensors of the headset of the user, inaccordance with an implementation of the disclosure.

FIG. 9 illustrates an embodiment of a haptic sensor magnitude tablewhich includes the respective magnitudes that are applied to each of thehaptic sensors of a headset of a user during the gameplay of the user,in accordance with an implementation of the disclosure.

FIG. 10 illustrates a method for activating a plurality of hapticsensors of a headset of a user playing a video game, in accordance withan implementation of the disclosure.

FIG. 11 illustrates components of an example device that can be used toperform aspects of the various embodiments of the present disclosure.

DETAILED DESCRIPTION

The following implementations of the present disclosure provide methods,systems, and devices for activating a plurality of haptic sensors of aphysical audio headset of a user playing a video game. In oneembodiment, when the haptic sensors of the physical headset of a userare activated, select ones of the haptic sensors vibrate in response tosound components from the video game. This augments the user's overallgaming experience by helping the user better localize audio from thevideo game with the use of the haptic sensors. In particular, thepresent disclosure detects sound components associated with audioobjects in a scene of a video game. In one embodiment, the presentdisclosure also identifies the position and orientation of a usercharacter in a video game scene. Using the three-dimensional (3D)location data of the audio objects and the position and orientation dataof the user character, vector tracing can be performed to determine therespective magnitudes to apply to each haptic sensor of the physicalheadset of the user. The magnitude applied to each haptic sensor of thephysical headset of the user can result in haptic vibrations at thehaptic sensors which augments the user's gameplay audio and provides anenhanced gaming experience.

By way of example, in one embodiment, a method is disclosed that enablesactivating a plurality of haptic sensors of a physical audio headset ofa user playing a video game. The method includes detecting a soundcomponent associated with an audio object in a scene of the video game.The audio object has 3D location data in the scene. In one embodiment,the method may further include identifying position and orientation of acharacter of the user in the scene in relation to the 3D location of theaudio object in the scene. The character of the user may be controlledby the user playing the video game. In another embodiment, the methodmay include associating a virtual headset (e.g., virtual representationof a physical audio headset of a user) to a head of the character of theuser. The virtual headset is a virtual representation of an audioheadset that is used by the user during the gameplay. The virtualheadset moves as the position and orientation of the character of theuser moves in the scene. The virtual headset may include a plurality ofvirtual haptic sensors. In one embodiment, the method includes applyinga magnitude to each of the plurality of haptic sensors of the physicalheadset based on a directional distance of each of the virtual hapticsensors of the virtual headset to the audio object in the scene. It willbe obvious, however, to one skilled in the art that the presentdisclosure may be practiced without some or all of the specific detailspresently described. In other instances, well known process operationshave not been described in detail in order not to unnecessarily obscurethe present disclosure.

In accordance with one embodiment, a system is disclosed for activatinga plurality of haptic sensors of an audio headset of a user whileplaying a video game. In one embodiment, the system includes aconnection to a network. The user may be using a headset while playing avideo game which can provide the user with a realistic auditoryexperience of the video game. In some embodiments, one or more datacenters and game servers can execute the game and enable connections tousers when hosting the video game. The one or more game servers of theone or more data centers may be configured to receive, process, andexecute data from a plurality of devices controlled by users. In oneembodiment, the headset may be audio headphones or a head-mounteddisplay (HMD) and is configured to receive audio from the video game.The headset may include a plurality of haptic sensors dispersed atvarious locations along the headset and the haptic sensors can beconfigured to dynamically activate in response to the audio objectsoccurring in a video game.

In accordance with another embodiment, a magnitude may be applied toeach of the plurality of haptic sensors of the headset when activated.In one embodiment, vector tracing can be used to determine therespective magnitudes to apply to each of the plurality of hapticsensors. A scene in a video game may include audio objects that canproduce a corresponding sound component. In one embodiment, vectortracing may involve tracing from an audio object in a scene to acorresponding virtual haptic sensor of the virtual headset. In someembodiments, vector tracing can be used to determine the directionaldistance of each virtual haptic sensor of the virtual headset to theaudio object in the scene, which in turn can be used to control themagnitude to apply to each of the haptic sensors. With the aboveoverview in mind, the following provides several example figures tofacilitate understanding of the example embodiments.

FIG. 1 illustrates an embodiment of a system configured to execute agameplay of a user 102 playing a video game and to activate a pluralityof haptic sensors of a headset of the user 102 in response to aplurality of audio objects in a scene in the video game. In oneembodiment, FIG. 1 illustrates a user 102, a network 112, a computer114, a display 116, a data center 122, and a game server 124. In oneconfiguration, the user 102 is shown playing a video game using acontroller 106 and is viewing a display 116. The display 116 may beconnected to a computer 114 for connection to the data center 122 andthe with game server 124 through the network 112. The system of FIG. 1may be referred to as a cloud gaming system, where multiple data centers122 and game servers 124 may work together to provide wide access toplayers and users 102 in a distributed and seamless fashion. In anotherembodiment, the computer 114 may be a game console that enables localgame play execution, with connection to one or more servers of the datacenter 122.

In some embodiments, the user 102 can be playing a video game in frontof the display 116 using the controller 106 which provides input to thevideo game. A computer 114 is connected to the display 116 through awired connection or a wireless connection. The computer 114 may be agame console, a PC, a plug-in stick, or the like. According to theembodiment shown, the computer 114 can communicate with the data center122 and the game server 124 through network 112. The computer 114 can beconfigured to send game commands to the data center 122 and the gameserver 124 through the network 112. In one embodiment, the computer 114can be configured to receive encoded video streams (e.g., compressed)and decode the video streams received by the data center 122 and thegame server 124. In some embodiments, the video streams may be presentedto user 102 on the display 116 and/or a separate device such as themonitor or television. In some embodiments, the devices of the users canbe any connected device having a screen and internet connections.

In one example, according to the embodiment shown in FIG. 1, the user102 is shown using a headset 104 while playing a video game in front ofthe display 116. As shown on the display 116, the gameplay of the user102 shows a scene 110 that illustrates war battle scene. As illustratedin the scene, a user character 102′ is shown approaching enemycharacters (e.g., audio object 118 a-118 d) and a helicopter (e.g.,audio object 118 d) is shown flying in the air. During the gameplay, theuser 102 can control the various movements and actions of the usercharacter 102′ and the user character 102′ may have a field of view(FOV) 108 which may be the same viewpoint that is observed by the user102. In some cases, different camera views may be provided as options toswitch to, instead of just the FOV 108. In some embodiments, the audioobjects 118 a-118 d can produce a corresponding sound component (e.g.,A-D) that can be detected by the system. Throughout the progression ofthe gameplay of the user 102, the system can automatically detect thevarious sound components produced by the corresponding audio objects anddetermine its three-dimensional (3D) location in the scene 110. Inanother embodiment, the system can automatically identify the positionand orientation of the user character 102′ within the scene 110.Accordingly, the position and orientation of the user character 102′ inrelation to the audio objects in the scene can be determined at anygiven point in time in the gameplay.

In some embodiments, the system can associate a virtual headset to ahead of the user character 102′. The virtual headset is a virtualrepresentation of a physical headset 104 that is used by the user 102during the gameplay. As the position and orientation of the usercharacter 102′ moves in the gameplay, the virtual headset moves alongwith the user character 102′. In some embodiments, the virtual headsetmay include a plurality of virtual haptic sensors dispersed at variouslocations along the virtual headset. The virtual headset, in oneembodiment, is not a visible object in the game. The virtual headset isa virtual representation of a headset, depicting the head and ears ofthe character 102′ in the scene, relative to audio objects. In oneembodiment, when a sound component is produced by an audio object,vector tracing may be used to determine the magnitude that may beapplied to each of the plurality of haptic sensors on the real headset104 of the user 102. Accordingly, audio objects in a scene of a videogame can result in a magnitude being applied to the haptic sensors of areal headset which results in the activation of the haptic sensors. As aresult, activation of the haptic sensors, at specific magnitudes, causeshaptic vibrations to occur at the haptic sensors which augments theaudio in the gameplay and allows the user to spatially localize thevarious sound components emitted by the audio objects in the game.

FIGS. 2A and 2B illustrate an embodiment of a user 102 using a headset104 and a plurality of haptic sensors located at various locations alongthe headset 104, respectively. In some embodiments, the headset 104 mayinclude a plurality of haptic sensors HS1-HSN that are placed at variouslocations along the headset 104. In one embodiment, when the hapticsensors HS1-HSN are activated, the haptic sensors may vibrate at selectmagnitudes and/or frequencies, which enhances the user's ability tospatially localize various sound components associated with audioobjects in a video game. As illustrated in FIG. 2A, the user 102 isshown using the headset 104. FIG. 2B provides a detailed view of theheadset 104 and an example illustrating the location of the hapticsensors. Each of the haptic sensors HS1-HSN may be configured to havespecific shapes, and can be configured to have the same or differentsize. In one embodiment, the haptic sensors may be linear actuators,piezoelectric actuators, or bone conduction actuators. In someembodiments, a magnitude may be applied to each of the plurality ofhaptic sensors HS1-HSN and the magnitude can be generated using vectortracing from the audio object in the scene of the video game to each ofthe virtual haptic sensors on the virtual headset of the user character.

In one embodiment, the headset 104 may include a left ear portion and aright ear portion. In some embodiments, the left ear portion and theright ear portion each includes an audio output section and a surroundsection. In one embodiment, a plurality of haptic sensors are disposedaround each of the surround sections of the left ear portion and theright ear portion. In some embodiments, the headset 104 may include aleft ear pad covering the plurality of haptic sensors of the left earportion and a right ear pad covering the plurality of haptic sensors ofthe right ear portion. In accordance with another embodiment, theheadset 104 may include a controller that is connected to each of theplurality of haptic sensors. In one embodiment, the controller can beconfigured to receive control data to be sent to each of the pluralityof haptic sensors for setting a magnitude and/or frequency output byeach of the plurality of haptic sensors.

Referring to FIG. 2B, in one example, the headset 104 may include aheadband 202, a left ear pad 204 a, and a right ear pad 204 b. In theexample shown, a total of eleven haptic sensors are dispersed throughoutthe headset 104. As shown, the left ear pad 204 a includes hapticsensors HS1-HS4 that are dispersed within the left ear pad 204 a. Theright ear pad 204 b includes haptic sensors HS8-HS11 that are dispersedwithin the right ear pad 204 b. The headband 202 of the headset 104includes haptic sensors HS5-HS7 that are dispersed along the headband202. As noted above, when the plurality of haptic sensors HS1-HSN areactivated, it can enhance the user's ability to spatially localizevarious sound components associated with audio objects in a video gameresulting in an augmented user perception of the video game.

FIGS. 3A and 3B illustrate a user 102 using a head-mounted display (HMD)302 and a plurality of haptic sensors HS1-HSN located at variouslocations along the HMD 302, respectively. FIG. 3A illustrates anexample of a user 102 using the HMD 302 while playing a virtual realitygame. FIG. 3B is an example illustrating the location of the hapticsensors along the HMD 302. Each of the haptic sensors may be configuredto have specific shapes, and can be configured to have the same ordifferent size. In one embodiment, the each of the haptic sensors may beconfigured to activate in response to various sound componentsassociated with audio objects in a virtual reality video game played bythe user 102. In some embodiments, a magnitude may be applied to each ofthe plurality of haptic sensors. The magnitude applied to each hapticsensor may vary and the magnitude can be set based on vector tracingfrom the audio object in the scene of the video game to each of thevirtual haptic sensors on the virtual headset of the user character. Insome embodiments, in addition to setting specific magnitudes, the hapticsensors can provide for varying frequency settings or dynamic frequencyvariations over time.

In one example, a total of 20 haptic sensors can be located at variouslocations along the HMD. As illustrated in FIG. 3B, haptic sensorsHS1-HS2 are arranged on the left-side housing surface of the HMD 302. Insome embodiments, haptic sensors HS12-HS13 (not shown) may be arrangedon the right-side housing surface of the HMD 302. Haptic sensors HS3-HS5are arranged on the upper front housing surface of the HMD 302. Hapticsensors HS6-HS8 are arranged along the front mounting band of the HMD302. In some embodiments, haptic sensors HS9-HS11 and HS14-17 (notshown) may be arranged along the left and right section of the mountingband, respectively. In some embodiments, HS18-20 (not shown) may bearranged along the rear mounting band of the HMD 302. As noted above,when the plurality of haptic sensors HS1-HS20 are activated, the hapticsensors can enhance the user's ability to spatially localize varioussound components associated with audio objects in a virtual realityvideo game resulting in an augmented user perception of the video game.

FIG. 4 illustrates an embodiment illustrating a method for activating aplurality of haptic sensors of a headset 104 of a user 102 based on3-dimensional (3D) audio data from a scene of a video game. In oneexample, the method includes an operation that is configured to access3D audio data 402 from a video game played by the user 102. In someembodiments, the 3D audio data 402 may be accessed from media contentthat the user may be viewing such as a video game, a movie, broadcasttelevision, television commercial, etc. In one embodiment, the 3D audiodata 402 may include sound components that are associated with audioobjects 118 from a video game scene or other media content. Each audioobject 118 may have three-dimensional (3D) location data, e.g., x, y, zspatial coordinates, so that the position and orientation of each audioobject can be continuously tracked and monitored throughout thegameplay.

In another embodiment, the method may further include a 3D audiorenderer 404 operation that is configured to process the 3D audio data402. In some embodiments, the 3D audio renderer 404 operation canreceive the 3D audio data 402 as an input and be configured to renderthe audio data to determine the 3D coordinates of each audio object 118in a scene of the video game. In some embodiments, the 3D audio renderer404 can also be configured to track the location of the audio objects atany point in time as the video game progresses. For example, referringto FIG. 1, at time t1, audio objects 118 a, 118 b, 118 c, and 118 d,produces sound components A, B, C, and D, respectively. Using the 3Daudio data, the 3D audio renderer 404 operation can determine the 3Dcoordinates of the audio objects at time t1. As the game progresses totime tn, the audio objects may move to a different location and the 3Daudio renderer 404 operation can determine the 3D coordinates of theaudio objects at their present location.

In another embodiment, the method may further include an operation 406that is configured to determine the position and orientation of the usercharacter 102′ and to perform vector tracing from the audio objects inthe scene to each virtual haptic sensor of a virtual headset of the usercharacter 102′. In one embodiment, the audio data 402 may include theposition and orientation of the user character 102′. Consequently,operation 406 can determine whether the 3D audio data 402 includes theposition and orientation of the user character 102′. If it does not,operation 406 can proceed to determine the position and orientation ofthe user character 102′. In some embodiments, as the user 102 is playingthe video game, the user 102 controls the various movements and actionsof the user character 102′ and the user 102 has a viewpoint of the videogame from the perspective of the user character 102′. The position andorientation of the user character 102′ is continuously monitored andtracked by the operation 406. At any point in time, the position andorientation of the user character 102′ can be determined. For example,the position and orientation can be sampled at a programmable interval,e.g., at programmable fractions of a second, or every second, or everytwo seconds, or every 3 seconds, or every 4 seconds, or every fiveseconds, or every 10 seconds, or continuously. Accordingly, since the 3Dlocation of each audio object in the scene of the video game isdetermined, operation 406 can identify the position and orientation ofthe user character 102′ in the scene in relation to the 3D location ofeach audio object in the scene of the video game. The position andorientation data may be six axis data, e.g., positional components of x,y, z, and orientation components of pitch, roll and yaw, or justpositional components.

In some embodiments, a virtual headset can be associated to a head ofthe user character 102′. The virtual headset may include a plurality ofvirtual haptic sensors located at various locations along the virtualheadset. In one embodiment, the virtual headset is a virtualrepresentation of a physical headset 104 of the user 102. In oneembodiment, since the position and orientation of the user character102′ is tracked, the virtual headset can move along with the usercharacter 102′ as the user character 102′ moves and changes positionthroughout gameplay. Accordingly, using the position and orientation ofthe user character 102′ and the virtual headset, operation 406 can beconfigured to perform vector tracing from the audio objects in the sceneof the video game to each of the virtual haptic sensors of the virtualheadset of the user character 102′.

In some embodiments, vector tracing can be used to determine a magnitudeto apply to each of the plurality of haptic sensors (e.g., HS1-HSN) ofthe headset 104 of the user 102. During vector tracing, the soundcomponent associated with an audio object may be represented by a one ormore sound vectors pointing from the audio object towards the directionof a corresponding virtual haptic sensor of the virtual headset. Eachsound vector may be defined by a magnitude and direction, and the soundvectors can be used to determine the magnitude to apply to a particularhaptic sensor (e.g., HS1-HSN). In some embodiments, when a sceneincludes a plurality of audio objects, vector tracing can be performedsimultaneously for all of the audio objects in the scene. Accordingly,the magnitude applied to each haptic sensor can take into accountmultiple audio objects that may be in a given scene. Vector tracing isdiscussed in greater detail below with reference to FIGS. 6A-6B and7A-7C. However, broadly speaking, vector tracing in this context refersto identifying a direction and magnitude of an audio object relative toa virtual haptic sensor. If a first virtual haptic sensor is facing awayfrom the audio object, and a second haptic sensor is directly facing theaudio object, the vector tracing will identify the virtual distances.The virtual distances may be used to set a programmable magnitude of theresponse desired from the respective virtual haptic sensors. Theresponse of the virtual haptic sensors are then translated to the realhaptic sensors on the real headset of the real user 102. Of course, asthe virtual player 102′ moves around, the vector tracing is updated andcorresponding changes in the real haptic sensors are observed by thereal user 102. In some embodiments, the method flows to operation 408where the operation is configured to perform translation mapping and toperform digital to analog audio conversion. In one embodiment, operation408 can perform translation mapping which includes determining therespective magnitudes to apply to each haptic sensor (e.g., HS1-HSN) ofthe headset of 104 the user 102. As noted above, operation 406 isconfigured to perform vector tracing from the audio objects in the sceneto each of the virtual haptic sensors of the virtual headset of the usercharacter 102′. Using the results from vector tracing, operation 408 candetermine the respective magnitudes to apply to each haptic sensor(e.g., HS1-HSN) of the headset of 104. In one embodiment, whencalculating the magnitude to apply to each haptic sensor (e.g.,HS1-HSN), the magnitude may be based on a directional distance of eachof the virtual haptic sensor of the virtual headset to the audio objectin the scene. In other embodiments, when a scene in a video gameincludes more than one audio object, the magnitude takes into accounteach audio object in the scene. In some embodiments, since the 3D audiodata 402 is in a digital format, operation 408 is configured to convertthe digital data to an analog, e.g., digital to analog audio conversion.In some embodiments, it may be necessary to convert the digital signalto an analog signal so that the signal can be interpreted by the headset104.

In another embodiment, the method may further include an operation 410that is configured to amplify the converted analog signals before it isdisturbed to the haptic sensors HS1-HSN of the headset 104. After thedigital signal is converted to an analog signal, operation 410 canamplify the signal before it is distributed to the haptic sensors. Insome embodiments, the amplifier 410 may serve as an intermediary stepbetween the digital to analog signal conversion and the headset 104. Insome embodiments, operation 410 may amplify the respective magnitudesthat will be applied to each haptic sensor of the headset. In otherembodiments, operation 410 may take into account personal weightingadjustments for a particular user and amplify the respective magnitudesbased on the corresponding personal weighting adjustments of the user.For example, a user 102 may have a preference of having a larger hapticvibration intensity applied to the haptic sensors along the headbandportion of a headset relative to the left and right ear pads. In somecases, the increased intensity can be reflected by increased magnitudein vibration and/or increased frequency vibrations. Accordingly, whenamplifying the respective magnitudes for the haptic sensors, operation410 may be configured to apply a personal weighting adjustment factor tothe haptic sensors along the headband portion of a headset so that thehaptic sensors along the headband portion of the headset has a largerhaptic vibration intensity than the left and right ear pads.

In some embodiments, the method flows to operation 412 and operation 414where the operations are configured to distribute the amplifiedmagnitudes and to apply the magnitudes to the respective haptic sensorsHS1-HSN on the headset 104, respectively. In one embodiment, operation412 can be configured to process the amplified magnitudes and distributeit to the appropriate haptic sensors. Upon receiving the amplifiedmagnitudes, operation 414 can be configured to apply the magnitudes tothe corresponding haptic sensor. Accordingly, when the amplifiedmagnitudes are applied to the haptic sensors during the gameplay of theuser, haptic vibrations may occur along the haptic sensors of theheadset resulting in an augmented user perception of the video game.

In accordance with another embodiment, a signal may be applied to eachof the plurality of haptic sensors of the headset when activating theplurality of haptic sensors. In one embodiment, the signal may be acombination of the audio data from the video game and a specifiedmagnitude value. In one embodiment, the audio data may correspond to theaudio objects in the scene of the video game. In other embodiments, theaudio data may correspond to the audio objects in the scene of the videogame which have been optimized so that the haptic sensors vibrate atoptimal levels. In other embodiments, the audio data may correspond tovarious game parameters in the video game.

FIG. 5 shows a conceptual illustration of an additional embodiment of amethod for activating a plurality of haptic sensors HS1-HSN of a headset104 of a user 102 using audio data from a scene of a video game. In oneexample, the method includes operation 502 that is configured to monitorand detect sound components associated with audio objects in a scene ofa video game. For example, a user 102 may be playing a video game thatincludes a scene of the user approaching a warzone to fight enemysoldiers. The scene may include a plurality of audio objects that canproduce corresponding sound components, e.g., guns firing, grenadesexploding, helicopters flying, soldiers shouting, etc.

In another embodiment, the method flows to operation 402 where theoperation is configured to determine the three-dimensional (3D)coordinates of the audio objects that appear in the scene of the videogame. As the sound components associated with the audio objects aredetected in the scene, operation 402 can determine the 3D coordinates ofeach of the audio objects. Accordingly, operation 402 can track anddetermine the 3D coordinates of the audio objects at any point in timeas the audio objects in the video game changes position during thegameplay.

In another embodiment, the method flows to operation 406 where theoperation is configured to determine the position and orientation of theuser character 102′ and to perform vector tracing from the audio objectsin the video game scene to each of the virtual haptic sensors of avirtual headset of the user character 102′. In one embodiment, operation406 can associate a virtual headset to a head of the user character102′. Since the 3D coordinates of the audio objects and position andorientation of the user character 102′ are known, vector tracing can beperformed. In one embodiment, vector tracing includes tracing the soundvectors of the audio objects to the corresponding virtual haptic sensorsof the virtual headset.

In another embodiment, the method flows to haptic sensor processor 504which is configured to determine the respective magnitudes to apply toeach haptic sensor (e.g., HS1-HSN) of the headset of 104 the user 102and to process the data for optimization. After vector tracing isperformed by operation 406, the haptic sensor processor 504 candetermine the respective magnitudes to apply to each haptic sensor(e.g., HS1-HSN) of the headset of 104. Vector tracing can provide datarelated to the directional distance of each virtual haptic sensor of thevirtual headset to the audio object in the scene which in turn can beused to determine the respective magnitudes. In one embodiment, ashorter directional distance may result in a larger magnitude beingapplied to the haptic sensor of the headset 104 of the user. Conversely,a longer directional distance may result in a smaller magnitude beingapplied to the haptic sensor of the headset 104 of the user.

In some embodiments, the haptic sensor processor 504 can be configuredto process the respective magnitudes to optimize the data. In oneembodiment, the haptic sensor processor 504 can be configured to convertthe respective signals from digital to analog so that it can be receivedby the headset 104. In another embodiment, the haptic sensor processor504 can be configured to amplify the signal before it is distributed tothe haptic sensors. In yet another embodiment, the haptic sensorprocessor 504 can be configured to equalize the signal for optimization,e.g., tuning the signal so that the motors that drive the haptic sensorsperform at an optimal level. Accordingly, after optimization of the databy the haptic sensor processor 504, the method flows to operation 412and operation 414 where the operations are configured to distribute theamplified magnitudes and to apply the magnitudes to the respectivehaptic sensors of the headset 104, respectively. In one embodiment,operation 412 can be configured to process the amplified magnitudes anddistribute it to the appropriate haptic sensors. At operation 414, theoperation is configured to apply the magnitudes to the haptic sensors.As a result, the magnitudes applied at the haptic sensors may cause thehaptic sensors to vibrate at an intensity based on the respectivemagnitudes.

FIGS. 6A and 6B show conceptual illustrations of an embodiment showingthe relationship between audio object A and a virtual headset 104′ of acharacter user 102′ during vector tracing. In particular, FIGS. 6A and6B illustrate a rear view and a top view of audio object A and virtualheadset 104′, respectively. In one example, as shown in FIG. 6A, thevirtual headset 104′ includes a plurality of virtual haptic sensorsHS1′-HS7′ that are placed at various locations along the virtual headset104′. The left ear pad 204 a includes virtual haptic sensors HS1′-HS2′,the headband section 202 includes HS3′-HS5′, and the right ear pad 204 bincludes virtual haptic sensors HS6′-HS7′. As noted above, the virtualheadset 104′ and its virtual haptic sensors are virtual representationsof the headset 104 and its haptic sensors that is used by the user 102during the gameplay.

As further shown in FIG. 6A, when an audio object produces a soundcomponent, the sound component may have a corresponding sound intensitylevel. The sound intensity level is associated with the loudness of thesound perceived by a person. For example, referring to FIG. 6A, audioobject A may represent a sound produced by a firearm and itscorresponding sound component may have a sound intensity value ofapproximately 85 dB. The sound intensity value discussed herein is onlyby way of example, as the intensity may vary depending on the content.As shown, the sound component may be represented by sound vectorsV_(A1)-V_(A7) pointing in the direction of the virtual haptic sensors,e.g., HS1′-HS7′. In some embodiments, each sound vector may be definedby a magnitude and direction, and the magnitude and direction of thesound vectors can be used to determine the respective magnitudes toapply to the haptic sensors. In one embodiment, the magnitude of a soundvector is associated with the sound intensity level of its correspondingaudio object. For example, an audio object that produces a soundcomponent having a large sound intensity level may generally result inits sound vectors having a large magnitude.

In some embodiments, the total number of sound vectors correlates withthe total number of virtual haptic sensors of the virtual headset 104′(e.g., 7 sound vectors and 7 virtual haptic sensors). Accordingly,during vector tracing, each sound vector is traced to a correspondingvirtual haptic sensor. For example, as illustrated in FIG. 6A, soundvector V_(A1) is traced to virtual haptic sensor HS1′, sound vectorV_(A2) is traced to virtual haptic sensor HS2′, sound vector V_(A3) istraced to virtual haptic sensor HS3′, sound vector V_(A4) is traced tovirtual haptic sensor HS4′, sound vector V_(A5) is traced to virtualhaptic sensor HS5′, sound vector V_(A6) is traced to virtual hapticsensor HS6′, and sound vector V_(A7) is traced to virtual haptic sensorHS7′. As a result, the directional distance of each haptic sensor to theaudio object can be determined.

In one embodiment, the sound vectors V_(A1)-V_(A7) illustrate thedirectional distance between each virtual haptic sensor of the virtualheadset and the audio object in the scene. As noted above, the magnitudethat is applied to the haptic sensors HS1-HSN of the headset 104 isbased on the directional distance between each virtual haptic sensor ofthe virtual headset and the audio object in the scene. For example,referring to FIG. 6A, sound vector V_(A6) has a shorter directionaldistance compared to sound vector V_(A1) since the distance from audioobject A to the virtual haptic sensor HS6′ is less than the distancefrom audio object A to the virtual haptic sensor HS1′. Accordingly,since audio object A is closer to virtual haptic sensor HS6′, a largermagnitude is applied to haptic sensor HS6, which in turn can result in alarger haptic vibration occurring at HS6. In other words, a shorterdirectional distance may result in a larger magnitude being applied tothe haptic sensor. Conversely, a longer directional distance may resultin a smaller magnitude being applied to the haptic sensor.

In another embodiment, the magnitude that is applied to the hapticsensors HS1-HSN of the headset 104 is based on the magnitude of thesound vectors. As noted above, the magnitude of a sound vector of anaudio object is associated with the sound intensity level of the audioobject. Generally, audio objects with a larger sound intensity levelsmay result in a larger sound vector which in turn can result in a largermagnitude being applied to the haptic sensors.

Referring to FIG. 6B, the figure illustrates a top view of the virtualheadset 104′ and the audio object A during vector tracing. As shown, thefigure illustrates the headset 104′ and its corresponding virtual hapticsensors HS1′-HS7′, and audio object A and its corresponding soundvectors V_(A1)-V_(A7). In the illustrated example, sound vector V_(A1)is traced to virtual haptic sensor HS1′, sound vector V_(A2) is tracedto virtual haptic sensor HS2′, sound vector V_(A3) is traced to virtualhaptic sensor HS3′, sound vector V_(A4) is traced to virtual hapticsensor HS4′, sound vector V_(A5) is traced to virtual haptic sensorHS5′, sound vector V_(A6) is traced to virtual haptic sensor HS6′, andsound vector V_(A7) is traced to virtual haptic sensor HS7′.

FIGS. 7A-7C show conceptual illustrations of an embodiment showing therelationship between a plurality of audio objects and a virtual headset104′ during vector tracing at various points in time. In one embodiment,each of the audio objects (e.g., audio objects A-F) in FIGS. 7A-7C mayhave a corresponding sound intensity level which can be used todetermine the magnitudes that are applied to each haptic sensor of theheadset 104. As shown in FIG. 7A, the figure illustrates a rear view ofthe virtual headset 104′ and audio objects A and B at time t1. Duringthe gameplay of the user 102, as the user character 102′ movesthroughout the game, the virtual headset 104′ also moves along with theuser character 102′. Accordingly, at any point in time, the virtualheadset 104′ can be oriented in a variety of positions and angles. Asshown in FIG. 7A, at time t1, the virtual headset 104′ forms an angle702. In particular, the angle 702 is the angle formed between referenceline 704 and a virtual headset reference line 706. As furtherillustrated, the virtual headset 104′ includes a plurality of virtualhaptic sensors HS1′-HS7′ located at various locations along the virtualheadset 104′.

FIG. 7A further illustrates audio objects A and B in the scene of thevideo game. In one embodiment, audio objects A and B may have differentsound intensity levels. For example, depending on the distance to theuser character, audio object A may represent a jet airplane flying inthe air which can produce a sound with a sound intensity level ofapproximately 100 dB. Audio object B may represent a person yellingwhich can produce a sound with a sound intensity level of approximately80 db. As shown, sound vectors V_(A1)-V_(A7) and V_(B1)-V_(B7)correspond to the sound components associated with audio objects A andB, respectively. Sound vectors V_(A1)-V_(A7) and V_(B1)-V_(B7) are shownpointing in the direction of the virtual haptic sensors HS1′-HS7′. Asshown, the sound vectors V_(A1)-V_(A7) that are associated with audioobject A are traced to virtual haptic sensors HS1′-HS7′, respectively.Further, the sound vectors V_(B1)-V_(B7) that are associated with audioobject B are traced to virtual haptic sensors HS1′-HS7′, respectively.In this example, audio objects A and B may both contribute to themagnitude that is applied to the haptic sensors of the headset 104.

As noted above, each sound vector may be defined by a magnitude anddirection, and the sound vectors can be used to determine the respectivemagnitude to apply to the haptic sensors of the headset 104. Whendetermining the respective magnitude to apply to the virtual hapticsensors, the magnitudes are based on a directional distance of eachvirtual haptic sensor to each audio object in the scene. For example,during vector tracing, sound vectors V_(A5) and V_(B5) are traced tovirtual haptic HS5′, and the directional distance of sound vectorsV_(A5) and V_(B5) can be determined. Accordingly, when calculating themagnitude to apply to haptic sensor HS5, the directional distance ofsound vectors V_(A5) and V_(B5) along with their correspondingmagnitudes can be used to determine the magnitude to apply to the hapticsensor HS5 of the headset 104.

FIG. 7B illustrates the position and orientation of the virtual headset104′ and audio objects C and D at time t2 during vectoring tracing. Asshown, the reference line 704 and the virtual headset reference line 706are substantially aligned with respect to each other. As a result, thevirtual headset 104′ forms an angle 702 that is nominal. In oneembodiment, audio object C may have a larger sound intensity level thanaudio object D. As shown, sound vectors V_(C1)-V_(C7) and V_(D1)-V_(D7)correspond to the sound components associated with audio objects C andD, respectively. Sound vectors V_(C1)-V_(C7) and V_(D1)-V_(D7) are shownpointing in the direction of the virtual haptic sensors HS1′-HS7′. Asshown, the sound vectors V_(C1)-V_(C7) that are associated with audioobject C are traced to virtual haptic sensors HS1′-HS7′, respectively.Further, the sound vectors V_(D1)-V_(D7) that are associated with audioobject D are traced to virtual haptic sensors HS1′-HS7′, respectively.

FIG. 7C illustrates the position and orientation of the virtual headset104′ and audio objects E-G at time to during vector tracing. As shown,the virtual headset 104′ forms an angle 702. In particular, angle 702 isthe angle formed between the reference line 704 and the virtual headsetreference line 706. In one embodiment, the audio object audio objectsE-G and may each have the same or a different sound intensity level. Inone example, audio object F may have a larger sound intensity level thanaudio objects E and G. As further illustrated, sound vectorsV_(E1)-V_(E7), V_(F1)-V_(F7), and V_(G1)-V_(G7) represent the soundcomponents produced by their corresponding audio objects E-F,respectively. Sound vectors V_(E1)-V_(E7), V_(F1)-V_(F7), andV_(G1)-V_(G7) are shown pointing in the direction of the virtual hapticsensors HS1′-HS7′. As shown, the sound vectors V_(E1)-V_(E7) are tracedto virtual haptic sensors HS1′-HS7′, sound vectors V_(F1)-V_(F7) aretraced to virtual haptic sensors HS1′-HS7′, and sound vectorsV_(G1)-V_(G7) are traced to virtual haptic sensors HS1′-HS7′.

In other embodiments, as noted above, the scene of the video game mayinclude a plurality of audio objects. The magnitude that is applied toeach of the plurality of haptic sensors can be proportionally adjustedfor sound components occurring at about a same time. For example,referring to FIG. 7C, the scene includes audio objects E-F whichproduces a corresponding sound component at approximately the same time,e.g., time tn. When determining the magnitude to apply to each of theplurality of haptic sensors, the magnitude is proportionally adjustedfor the sound components (e.g., V_(E1)-V_(E7), V_(F1)-V_(F7), andV_(G1)-V_(G7)) occurring at about the same time.

FIG. 8 illustrates an exemplary graph of the signals that aredistributed to the haptic sensors HS1-HS11 of the headset 104 of theuser 102. As shown in the illustration, the graph includes signals forHS1-HS11 over a time period, e.g., t1-t13. For each haptic sensor, thesignal may have a magnitude that ranges from 0-10. In one embodiment,the magnitude applied at each haptic sensor is determined based on thedirectional distance of each virtual haptic sensor of the virtualheadset to the audio objects in the scene. In another embodiment, themagnitude applied at each haptic sensor is determined based on themagnitude of the sound vectors of the audio objects. As noted above,generally, a sound vector with a shorter directional distance may resultin a larger magnitude being applied to the haptic sensor of the headset.Conversely, sound vector having a longer directional distance may resultin a smaller magnitude being applied to the haptic sensor of theheadset. In other embodiments, the magnitudes applied at the hapticsensors may be based on the sound intensity level associated with theaudio objects. For example, an audio object having a larger soundintensity level relative to the other audio objects in the scene mayresult in its corresponding sound vectors have a larger magnituderelative to the other sound vectors in the scene. In turn, sound vectorswith larger magnitudes may result in a larger magnitude being applied tothe haptic sensors.

FIG. 9 illustrates an embodiment of a haptic sensor magnitude table 902which includes the respective magnitudes that are applied to each of thehaptic sensors HS1-HS11 of a headset 104 of a user 102 during thegameplay of the user. As shown, the haptic sensor table magnitude 902includes a haptic sensor identification 904 and the magnitudes 906applied to each haptic sensor over a period of time, e.g., t1-t13. Insome embodiments, the haptic sensor table magnitude 902 includes apersonal weighting adjustment 908 which can be used to adjust themagnitudes based on the preferences of the user. As noted above, as theuser plays a video game and controls the user character 102′ in thegame, the position and orientation of the user character 102′ isconstantly changing and different audio objects may appear in the game.This may result in the magnitudes 906 constantly changing throughout theprogression of the video game.

As illustrated in FIG. 9, each haptic sensor HS1-HS11 shows themagnitudes that are applied to the haptic sensors over a period of time,e.g., time t1-t13. In one embodiment, the magnitude applied to thehaptic sensors can range from 0-10. In some embodiments, applying amagnitude having a value of ‘10’ to a haptic sensor may cause hapticvibrations that occur at a maximum intensity. Conversely, applying amagnitude having a value of ‘0’ to a haptic sensor may not in any hapticvibrations. In one example, the magnitude for haptic sensor HS1 rangesbetween a minimum value of 0.32 and a maximum value of 3.57. In anotherexample, the magnitude for haptic sensor HS7 ranges between a minimumvalue of 0.23 and a maximum value of 9.67.

As further illustrated in FIG. 9, the haptic sensor table magnitude 902may include a personal weighting adjustment 908. The personal weightingadjustment 908 can be used to adjust the haptic sensor magnitudes 906based on the preferences of the user. As illustrated in the example inFIG. 9, the personal weighting adjustment 908 includes three differentsettings for the user, e.g., settings 1-3. The setting values may rangebetween 0-2. If a user 102 has a desire to apply the personal weightingadjustment 908 to the magnitudes, the haptic sensor magnitudes 902 canbe adjusted by multiplying the respective magnitudes by thecorresponding setting values to determine the adjusted haptic sensormagnitudes.

For example, as illustrated in FIG. 9, setting 1 has a setting value of‘1’ for haptic sensors HS1-HS4, a setting value of ‘0’ for hapticsensors HS5-HS7, and a setting value of ‘0.5’ for haptic sensorsHS8-HS11. Applying a setting value of ‘1’ results in the adjusted hapticsensor magnitude being the same. Applying a setting value of ‘0’ resultsin the adjusted haptic sensor magnitude having a value of ‘0’. Applyinga setting value of ‘0.5’ results in the adjusted haptic sensor magnitudebeing reduced by half. As a result, no changes are applied to hapticsensors HS1-HS4 and the haptic vibrations will remain the same atHS1-HS4. However, at haptic sensors HS5-HS7, the haptic vibrations willbe turned off, and at HS8-HS11, the haptic vibrations will be reduced byhalf.

In some embodiments, personal weighting adjustment 908 and the varioussettings can be determined based on a profile of the user and the user'shistorical behavior. For example, if the user tends to manually adjusttheir settings so that the magnitudes of the haptic sensors are reducedby 50%, the system can dynamically adjust the magnitudes by 50% duringthe user's subsequent gameplay sessions. In other embodiments, thepersonal weighting adjustment 908 can be predicted using a machinelearning algorithm that ingest the user's previous gameplay data, theprofile of the user, and any feedback provided by the user to determinedvarious personal weighting adjustments that may be of interest to theuser.

FIG. 10 illustrates a method for activating a plurality of hapticsensors HS1-HSN of a headset 104 of a user 102 playing a video game. Inone embodiment, the method includes an operation 1002 that is configuredto detect a sound component associated with an audio object in a sceneof the video game. For example, the audio object can be game characteror an object in the game that can produce a sound component. The soundcomponent of an audio object may have a specified sound intensity level.In general, the sound intensity level is associated with the loudness ofthe sound that can be perceived by a person. In other embodiments, theaudio object has three-dimensional (3D) location data. When one or moreaudio objects appear in a scene of a video game, operation 1002 isconfigured to detect the sound components associated with the audioobjects and can also be configured to determine its 3D coordinates andsound intensity level.

The method shown in FIG. 10 then flows to operation 1004 where theoperation is configured to identify the position and orientation of theuser character 102′ in the scene in relation to the 3D location of theaudio object. As noted above, during the gameplay of the user 102, theuser 102 controls the movements and actions of the user character 102′.As the position and orientation of the user character 102′ constantlychanges throughout the progression of the gameplay, operation 1004dynamically tracks and monitors each movement the user character 102′makes and its location can be determined at any point in time.

The method flows to operation 1006 where the operation is configured toassociate a virtual headset 104′ to a head of the user character 102′.The virtual headset 104′ may include a plurality of virtual hapticsensors dispersed at various locations of the virtual headset. As notedabove, the virtual headset 104′ and the plurality of virtual hapticsensors HS1′-HSN′ are virtual representations of the headset 104 and itscorresponding haptic sensors HS1-HSN. Accordingly, when a magnitude isapplied to the virtual haptic sensors HS1′-HSN′, the same magnitude isalso applied to the corresponding haptic sensors HS1-HSN on the headset104. In some embodiments, since the position and orientation of the usercharacter 102′ is constantly changing, the virtual headset 104′ alsomoves along with the user character 102′ in the scene.

The method shown in FIG. 10 then flows to operation 1008 where theoperation is configured to apply a magnitude to each of the plurality ofhaptic sensors HS1-HSN of the headset 104 of the user 102. In someembodiments, the magnitude that is applied to the plurality of hapticsensors HS1-HSN is generated using vector tracing. As noted above,vector tracing involves tracing the sound vectors of an audio object tothe corresponding virtual haptic sensors HS1′-HSN′ of the virtualheadset 104′. Since each sound vector includes a magnitude, direction,and distance, these parameters may be used to determine the respectivemagnitudes to apply to the haptic sensors HS1-HSN. For example, ashorter directional distance may result in a larger magnitude beingapplied to the haptic sensor. Conversely, a longer directional distancemay result in a smaller magnitude being applied to the haptic sensor.

FIG. 11 illustrates components of an example device 1100 that can beused to perform aspects of the various embodiments of the presentdisclosure. This block diagram illustrates a device 1100 that canincorporate or can be a personal computer, video game console, personaldigital assistant, a server or other digital device, suitable forpracticing an embodiment of the disclosure. Device 1100 includes acentral processing unit (CPU) 1102 for running software applications andoptionally an operating system. CPU 1102 may be comprised of one or morehomogeneous or heterogeneous processing cores. For example, CPU 1102 isone or more general-purpose microprocessors having one or moreprocessing cores. Further embodiments can be implemented using one ormore CPUs with microprocessor architectures specifically adapted forhighly parallel and computationally intensive applications, such asprocessing operations of interpreting a query, identifying contextuallyrelevant resources, and implementing and rendering the contextuallyrelevant resources in a video game immediately. Device 1100 may be alocalized to a player playing a game segment (e.g., game console), orremote from the player (e.g., back-end server processor), or one of manyservers using virtualization in a game cloud system for remote streamingof gameplay to clients.

Memory 1104 stores applications and data for use by the CPU 1102.Storage 1106 provides non-volatile storage and other computer readablemedia for applications and data and may include fixed disk drives,removable disk drives, flash memory devices, and CD-ROM, DVD-ROM,Blu-ray, HD-DVD, or other optical storage devices, as well as signaltransmission and storage media. User input devices 1108 communicate userinputs from one or more users to device 1100, examples of which mayinclude keyboards, mice, joysticks, touch pads, touch screens, still orvideo recorders/cameras, tracking devices for recognizing gestures,and/or microphones. Network interface 1114 allows device 1100 tocommunicate with other computer systems via an electronic communicationsnetwork, and may include wired or wireless communication over local areanetworks and wide area networks such as the internet. An audio processor1112 is adapted to generate analog or digital audio output frominstructions and/or data provided by the CPU 1102, memory 1104, and/orstorage 1106. The components of device 1100, including CPU 1102, memory1104, data storage 1106, user input devices 1108, network interface1110, and audio processor 1112 are connected via one or more data buses1122.

A graphics subsystem 1120 is further connected with data bus 1122 andthe components of the device 1100. The graphics subsystem 1120 includesa graphics processing unit (GPU) 1116 and graphics memory 1118. Graphicsmemory 1118 includes a display memory (e.g., a frame buffer) used forstoring pixel data for each pixel of an output image. Graphics memory1118 can be integrated in the same device as GPU 1108, connected as aseparate device with GPU 1116, and/or implemented within memory 1104.Pixel data can be provided to graphics memory 1118 directly from the CPU1102. Alternatively, CPU 1102 provides the GPU 1116 with data and/orinstructions defining the desired output images, from which the GPU 1116generates the pixel data of one or more output images. The data and/orinstructions defining the desired output images can be stored in memory1104 and/or graphics memory 1118. In an embodiment, the GPU 1116includes 3D rendering capabilities for generating pixel data for outputimages from instructions and data defining the geometry, lighting,shading, texturing, motion, and/or camera parameters for a scene. TheGPU 1116 can further include one or more programmable execution unitscapable of executing shader programs.

The graphics subsystem 1114 periodically outputs pixel data for an imagefrom graphics memory 1118 to be displayed on display device 1110.Display device 1110 can be any device capable of displaying visualinformation in response to a signal from the device 1100, including CRT,LCD, plasma, and OLED displays. Device 1100 can provide the displaydevice 1110 with an analog or digital signal, for example.

It should be noted, that access services, such as providing access togames of the current embodiments, delivered over a wide geographicalarea often use cloud computing. Cloud computing is a style of computingin which dynamically scalable and often virtualized resources areprovided as a service over the Internet. Users do not need to be anexpert in the technology infrastructure in the “cloud” that supportsthem. Cloud computing can be divided into different services, such asInfrastructure as a Service (IaaS), Platform as a Service (PaaS), andSoftware as a Service (SaaS). Cloud computing services often providecommon applications, such as video games, online that are accessed froma web browser, while the software and data are stored on the servers inthe cloud. The term cloud is used as a metaphor for the Internet, basedon how the Internet is depicted in computer network diagrams and is anabstraction for the complex infrastructure it conceals.

A game server may be used to perform the operations of the durationalinformation platform for video game players, in some embodiments. Mostvideo games played over the Internet operate via a connection to thegame server. Typically, games use a dedicated server application thatcollects data from players and distributes it to other players. In otherembodiments, the video game may be executed by a distributed gameengine. In these embodiments, the distributed game engine may beexecuted on a plurality of processing entities (PEs) such that each PEexecutes a functional segment of a given game engine that the video gameruns on. Each processing entity is seen by the game engine as simply acompute node. Game engines typically perform an array of functionallydiverse operations to execute a video game application along withadditional services that a user experiences. For example, game enginesimplement game logic, perform game calculations, physics, geometrytransformations, rendering, lighting, shading, audio, as well asadditional in-game or game-related services. Additional services mayinclude, for example, messaging, social utilities, audio communication,game play replay functions, help function, etc. While game engines maysometimes be executed on an operating system virtualized by a hypervisorof a particular server, in other embodiments, the game engine itself isdistributed among a plurality of processing entities, each of which mayreside on different server units of a data center.

According to this embodiment, the respective processing entities forperforming the may be a server unit, a virtual machine, or a container,depending on the needs of each game engine segment. For example, if agame engine segment is responsible for camera transformations, thatparticular game engine segment may be provisioned with a virtual machineassociated with a graphics processing unit (GPU) since it will be doinga large number of relatively simple mathematical operations (e.g.,matrix transformations). Other game engine segments that require fewerbut more complex operations may be provisioned with a processing entityassociated with one or more higher power central processing units(CPUs).

By distributing the game engine, the game engine is provided withelastic computing properties that are not bound by the capabilities of aphysical server unit. Instead, the game engine, when needed, isprovisioned with more or fewer compute nodes to meet the demands of thevideo game. From the perspective of the video game and a video gameplayer, the game engine being distributed across multiple compute nodesis indistinguishable from a non-distributed game engine executed on asingle processing entity, because a game engine manager or supervisordistributes the workload and integrates the results seamlessly toprovide video game output components for the end user.

Users access the remote services with client devices, which include atleast a CPU, a display and I/O. The client device can be a PC, a mobilephone, a netbook, a PDA, etc. In one embodiment, the network executingon the game server recognizes the type of device used by the client andadjusts the communication method employed. In other cases, clientdevices use a standard communications method, such as html, to accessthe application on the game server over the internet.

It should be appreciated that a given video game or gaming applicationmay be developed for a specific platform and a specific associatedcontroller device. However, when such a game is made available via agame cloud system as presented herein, the user may be accessing thevideo game with a different controller device. For example, a game mighthave been developed for a game console and its associated controller,whereas the user might be accessing a cloud-based version of the gamefrom a personal computer utilizing a keyboard and mouse. In such ascenario, the input parameter configuration can define a mapping frominputs which can be generated by the user's available controller device(in this case, a keyboard and mouse) to inputs which are acceptable forthe execution of the video game.

In another example, a user may access the cloud gaming system via atablet computing device, a touchscreen smartphone, or other touchscreendriven device. In this case, the client device and the controller deviceare integrated together in the same device, with inputs being providedby way of detected touchscreen inputs/gestures. For such a device, theinput parameter configuration may define particular touchscreen inputscorresponding to game inputs for the video game. For example, buttons, adirectional pad, or other types of input elements might be displayed oroverlaid during running of the video game to indicate locations on thetouchscreen that the user can touch to generate a game input. Gesturessuch as swipes in particular directions or specific touch motions mayalso be detected as game inputs. In one embodiment, a tutorial can beprovided to the user indicating how to provide input via the touchscreenfor gameplay, e.g. prior to beginning gameplay of the video game, so asto acclimate the user to the operation of the controls on thetouchscreen.

In some embodiments, the client device serves as the connection pointfor a controller device. That is, the controller device communicates viaa wireless or wired connection with the client device to transmit inputsfrom the controller device to the client device. The client device mayin turn process these inputs and then transmit input data to the cloudgame server via a network (e.g. accessed via a local networking devicesuch as a router). However, in other embodiments, the controller canitself be a networked device, with the ability to communicate inputsdirectly via the network to the cloud game server, without beingrequired to communicate such inputs through the client device first. Forexample, the controller might connect to a local networking device (suchas the aforementioned router) to send to and receive data from the cloudgame server. Thus, while the client device may still be required toreceive video output from the cloud-based video game and render it on alocal display, input latency can be reduced by allowing the controllerto send inputs directly over the network to the cloud game server,bypassing the client device.

In one embodiment, a networked controller and client device can beconfigured to send certain types of inputs directly from the controllerto the cloud game server, and other types of inputs via the clientdevice. For example, inputs whose detection does not depend on anyadditional hardware or processing apart from the controller itself canbe sent directly from the controller to the cloud game server via thenetwork, bypassing the client device. Such inputs may include buttoninputs, joystick inputs, embedded motion detection inputs (e.g.accelerometer, magnetometer, gyroscope), etc. However, inputs thatutilize additional hardware or require processing by the client devicecan be sent by the client device to the cloud game server. These mightinclude captured video or audio from the game environment that may beprocessed by the client device before sending to the cloud game server.Additionally, inputs from motion detection hardware of the controllermight be processed by the client device in conjunction with capturedvideo to detect the position and motion of the controller, which wouldsubsequently be communicated by the client device to the cloud gameserver. It should be appreciated that the controller device inaccordance with various embodiments may also receive data (e.g. feedbackdata) from the client device or directly from the cloud gaming server.

It should be understood that the various embodiments defined herein maybe combined or assembled into specific implementations using the variousfeatures disclosed herein. Thus, the examples provided are just somepossible examples, without limitation to the various implementationsthat are possible by combining the various elements to define many moreimplementations. In some examples, some implementations may includefewer elements, without departing from the spirit of the disclosed orequivalent implementations.

Embodiments of the present disclosure may be practiced with variouscomputer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like.Embodiments of the present disclosure can also be practiced indistributed computing environments where tasks are performed by remoteprocessing devices that are linked through a wire-based or wirelessnetwork.

Although the method operations were described in a specific order, itshould be understood that other housekeeping operations may be performedin between operations, or operations may be adjusted so that they occurat slightly different times or may be distributed in a system whichallows the occurrence of the processing operations at various intervalsassociated with the processing, as long as the processing of thetelemetry and game state data for generating modified game states andare performed in the desired way.

One or more embodiments can also be fabricated as computer readable codeon a computer readable medium. The computer readable medium is any datastorage device that can store data, which can be thereafter be read by acomputer system. Examples of the computer readable medium include harddrives, network attached storage (NAS), read-only memory, random-accessmemory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes and other optical andnon-optical data storage devices. The computer readable medium caninclude computer readable tangible medium distributed over anetwork-coupled computer system so that the computer readable code isstored and executed in a distributed fashion.

Although the foregoing embodiments have been described in some detailfor purposes of clarity of understanding, it will be apparent thatcertain changes and modifications can be practiced within the scope ofthe appended claims. Accordingly, the present embodiments are to beconsidered as illustrative and not restrictive, and the embodiments arenot to be limited to the details given herein, but may be modifiedwithin the scope and equivalents of the appended claims.

What is claimed is:
 1. A method for activating a plurality of hapticsensors of a physical headset of a user playing a video game,comprising: detecting a sound component associated with an audio objectin a scene of the video game, the audio object having athree-dimensional (3D) location in the scene; identifying position andorientation of a character of the user in the scene in relation to the3D location of the audio object, the character of the user beingcontrolled by the user playing the video game; associating a virtualheadset to a head of the character, the virtual headset moving as theposition and orientation of the character moves in the scene, thevirtual headset including a plurality of virtual haptic sensors; andapplying a magnitude to each of the plurality of haptic sensors of thephysical headset based on a directional distance of each of the virtualhaptic sensors of the virtual headset to the audio object in the scene.2. The method of claim 1, wherein the magnitude of each of the pluralityof haptic sensors is generated using vector tracing from the audioobject in the scene to each of the virtual haptic sensors of the virtualheadset.
 3. The method of claim 2, wherein the vector tracing includestracing sound vectors of the audio object directionally to the virtualhaptic sensors of the virtual headset.
 4. The method of claim 1, whereinthe magnitude applied to each of the plurality of haptic sensors isfurther based on a magnitude of a sound vector of the audio object, saidmagnitude of the sound vector corresponds to a sound intensity level ofthe audio object.
 5. The method of claim 4, wherein the magnitude of thesound vector is increased when a distance between the audio object andthe respective virtual haptic sensors decreases and decreases when adistance between the audio object and the respective virtual hapticsensor increases.
 6. The method of claim 1, wherein the sound componentassociated with the audio object is defined by a plurality of soundvectors that are pointed toward a direction of each of the plurality ofvirtual haptic sensors of the virtual headset.
 7. The method of claim 6,wherein the plurality of sound vectors includes a correspondingmagnitude and a corresponding direction that are used to define themagnitude to apply to of each of the plurality of haptic sensors basedon the position and orientation of the virtual haptic sensors.
 8. Themethod of claim 1, wherein the audio object in the scene of the videogame includes a corresponding sound intensity level that is used topartially determine the magnitude to apply to each of the plurality ofhaptic sensors of the physical headset.
 9. The method of claim 1,wherein the position and orientation of the character of the user in thescene in relation to the 3D location of the audio object is dynamicallyupdated at intervals of progression of the video game.
 10. The method ofclaim 1, wherein applying the magnitude to each of the plurality ofhaptic sensors of the physical headset causes haptic vibrations at eachof the plurality of haptic sensors that are responsive to the soundcomponent of the audio object in the scene of the video game.
 11. Themethod of claim 1, wherein the magnitude applied to each of theplurality of haptic sensors is further based on a personal weightingadjustment of the user.
 12. The method of claim 1, wherein audio objectin the scene of the video game is one of a plurality of audio objects,and said magnitude of each of the plurality of haptic sensors isproportionally adjusted for sound components occurring at about a sametime, and each of said plurality of haptic sensors is controlled to aspecific frequency of operation corresponding to said respectivemagnitude of each of the plurality of haptic sensors.
 13. A headset fora user when playing a video game, comprising, a left ear portion; aright ear portion, wherein each of the left and right ear portionsinclude an audio output section and a surround section; a plurality ofhaptic sensors disposed around each of the surround sections of the leftear portion and the right ear portion; a left ear pad covering the firstplurality of haptic sensors and a right ear pad covering the secondplurality of haptic sensors; a controller connected to each of theplurality of haptic sensors, the controller is configured to receivecontrol data to be sent to each of the plurality of haptic sensors forsetting a magnitude output by each of the plurality of haptic sensors,the magnitude set by, detecting a sound component associated with anaudio object in a scene of the video game, the audio object having athree-dimensional (3D) location in the scene; identifying position andorientation of a character of the user in the scene in relation to the3D location of the audio object, the character of the user beingcontrolled by the user playing the video game; associating a virtualheadset to a head of the character, the virtual headset moving as theposition and orientation of the character moves in the scene, thevirtual headset including the plurality of virtual haptic sensors; andapplying the magnitude to each of the plurality of haptic sensors of theheadset based on a directional distance of each of the virtual hapticsensors of the virtual headset to the audio object in the scene.
 14. Theheadset of claim 13, wherein the control data is configured to beupdated as changes in occur in position of the audio object or otheraudio objects produce sound components in the scene of the video game.15. The headset of claim 13, wherein the magnitude of each of theplurality of haptic sensors changes as the character moves around thescene relative to the audio object and/or plurality of audio objects.16. The headset of claim 13, wherein the magnitude of each of theplurality of haptic sensors is generated using vector tracing from theaudio object in the scene to each of the virtual haptic sensors of thevirtual headset.
 17. The headset of claim 16, wherein the vector tracingincludes tracing sound vectors of the audio object directionally to thevirtual haptic sensors of the virtual headset.
 18. The headset of claim13, wherein the magnitude applied to each of the plurality of hapticsensors is further based on a magnitude of a sound vector of the audioobject, said magnitude of the sound vector corresponds to a soundintensity level of the audio object, and each of said plurality ofhaptic sensors is controlled to a specific frequency of operationcorresponding to said respective applied magnitude for each of theplurality of haptic sensors.
 19. The headset of claim 18, wherein themagnitude of the sound vector is increased when a distance between theaudio object and the respective virtual haptic sensors decreases anddecreases when a distance between the audio object and the respectivevirtual haptic sensor increases.
 20. The headset of claim 13, whereinthe magnitude applied to each of the plurality of haptic sensors isfurther based on a magnitude of a sound vector of the audio object, saidmagnitude of the sound vector corresponds to a sound intensity level ofthe audio object, and the magnitude of the sound vector is increasedwhen a distance between the audio object and the respective virtualhaptic sensors decreases and decreases when a distance between the audioobject and the respective virtual haptic sensor increases.
 21. Theheadset of claim 13, wherein one or more haptic sensors are disposed ona headband portion of the headset that connects between the left earportion and the right ear portion.
 22. The headset of claim 13, whereinthe control data is configured to be updated based on audio data and/orfrequency data associated with the audio object.